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Star Trek Races...
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Bobmalooga
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Joined: 13 Sep 2010
Posts: 367
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PostPosted: Sat Oct 09, 2010 9:24 pm    Post subject: Star Trek Races... Reply with quote

Vulcans
Vulcans are thin. severe humanoids who closely resemble humans. with arched brows and pointed ears. They possess limited telepathic ability referred to as "mind-touch" or "mind-meld."

The planet fKhasi, known to the UFP as Vulcan. is a formidable world of higher-than-normal gravity and heat. The planet fKhut. or Charis, revolves moves in a trojan relationship with fKhasi. meaning they revolve around a common central point. fKhut is a lifeless planet. marked with active volcanoes and intense dust storms.

Vulcan society is based on logic. reason and honor. Socially incapable of outright lies or betrayal. a Vulcan will remain silent rather than express an truth that might prove injurious to others. Their obsession with logical thinking came from ancient times when the vulcans were a hostile. passionate race of warriors. Surak. the father of Vulcan logic. lived during the last great period of wars. After both of the major sides were devastated by war Surak met with them to establish a lasting peace. Surak's philosophy of logic soon prevailed in Vulcan society and the planet was united.

Vulcan is one of the founding member planets of the United Federation of Planets. Vulcan Ambassadors are often called upon to act as intermediaries or mediators to settle disputes.

Vulcans
Attribute Dice: 12D
DEXTERITY: 1D / 3D+2
KNOWLEDGE: 1D+2 / 5D
MECHANICAL: 1D / 3D
PERCEPTION: 2D / 4D+2
STRENGTH: 1D+1 / 5D
TECHNICAL: 1D / 3D+2

Special Abilities:
-Mind Touch:
This is a limited telepathic ability allowing Vulcans to link minds with each other, or with another race. It requires physical contact unless the recipient is a projective telepath. usually accomplished with the Vulcans hands resting on the temple of the subject. and the Vulcan can do nothing else while the contact is taking place. Vulcans use this ability much like a Force skill. They roll using their PER attribute to determine success. Unlike skills. the ability cannot be improved.

The following can be attempted using Mind Touch:
I. Receptive Telepathy: Same effect as the Force skill of that name.

2. Shared Will: Allows the user to share some of their Willpower skill with the target. serving as an excellent way to teach the Willpower skill. Every 1D that the character shares with the target is subtracted from their own Willpower for the duration of the effect. The effect typically lasts 24 hours. and personality types and insanities are often exchanged temporarily while the effect lasts as well.

3. Fal-tor-pan: The ability to separate and merge the katra. or life essence. It is a rarely used ability which allows the user to place his katra into another host so that it can be returned to his body. or another body, later.

Story Factors:
-Pon-Farr:
Upon reaching physical maturity a Vulcan male undergoes a pon-farr every seven years. During this time the Vulcan chooses a mate. and must either copulate with them or. if the chosen mate is unwilling. battle for the right to do so. The Vulcan becomes extremely hostile. and emotionally unstable. If this situation is not resolved within a few days at most the Vulcan can die from the resulting stresses.

-Suppression of Feelings:
To void the hostilities of Vulcan's past all Vulcans are taught from birth to suppress any emotions. There are only a handful of extremists who reject this teaching.

Move: 10 / 12
Size: 1.3-2.0 meters

History in the Kilb-iverse:
Initial contact with the Vulcans came 10 years after the battle of Endor, during a trek across space members of the Mutt Squad encountered the race and spoke to them about the Republic. The Vulcan's thought that would be logical to met other races and become part of a greater galactic society. Over a period of time some Vulcan's migrated into the galactic core and explored other regions of the galaxy. As of 25 years after the battle of Endor there is a Vulcan Ambassador in the galactic senate and at least one Vulcan attending the Jedi Academy on Yavin-4.


Klingons
Klingons are tall. strong. highly aggressive humanoids with pronounced head-ridges that run from the bridge of the nose to the rear of the skull. These ridges are unique for each individual. and make each Klingon easy to identify even among other races.

The Klingon homeworld is called Kling. It is unusual among inhabited worlds in that it is almost entirely covered by landmass. with occasional shallow salt seas marking the surface. As a result. there is very little vegetation so most life forms evolved as predators. The Klingons evolved from such stock. and so are consistently hostile and aggressive today.

The Klingon Empire is thousands of years old. and has had warp drive technology at least as long as the Federation. They expanded their empire immediately upon reaching the stars and continued until they ran into the Federation. War ensued. which resulted in a treaty between the Federation and the Klingon Empire. At some point Klingons exchanged technology with the Romulans. giving them warp drive technology in return for the Romulan's cloaking technology. A move which both sides regret.

For much of the time that the UFP and the Klingon Empire were at war the Federation was unaware of the Klingon's true appearance. The Klingons encountered along the Federation border were cosmetically altered to appear as a Klingon- human fusion. basically just a dark skinned human. When the true appearance of the Klingon race was revealed during the V'Ger incident Federation scientists had to reevaluate estimations of Klingon technology.

Shortly after first contact with the Dominion was established through a stable wormhole to the Delta Quadrant. the Klingon's broke the treaty and attempted to attack the Federation. One of the Klingon Emperor's advisors was revealed to be a Changeling. one of the leaders of the Dominion and the Klingon's signed a new treaty with the federation to provide a united front against the Dominion. Klingon society is based on martial conflict. Even their reproductive activities normally result in scratches. contusions. and broken bones. While men predominate as rulers of their respective "houses" (extended families that form power bases and own joint property). both males and females become warriors. Klingons have a rigid system of honor. backed up with conflict to settle disputes. There is nothing more honorable for a Klingon than to die in battle.

Klingons
Attribute Dice: 12D
DEXTERITY: 1D+2 / 4D+ 1
KNOWLEDGE: 1D / 2D+l
MECHANICAL: 1D / 3D+l
PERCEPTION: 1D / 4D
STRENGTH: 2D / 5D
TECHNICAL: 1D / 3D+1

Special Abilities:
-Redundant Biology:
If "mortally wounded" a Klingon can survive by making a Difficult Strength roll. A second such wound will kill them.

-Skill Bonus:
At the time the character is created only. the character gets 2D for every 1D placed in the following skills: Melee Weapons. Melee Parry. Brawling.

story Factors:
-Reputation:
Klingons have a strong reputation for backing up their threats with violence, As a result they usually don't need to,

Move: 10 / 12
Size: 1.5-2,2 meters


History in the Kilb-iverse:
Another race encountered while the Mutt squad was trekking back from the unknown quadrants ten years after the battle of Endor. Punchanna the Ewok had an encounter with a Klingon that ended with him being badly beaten. Some thirteen years after making contact with the race, the Mutt Squad would later boast a Klingon as one of their members and that he would later go on to become the Kling Ambassador to the Republic.


Androids
Androids aren't truly considered a race unto themselves, but they are created very differently than simple droids, Androids are automatons created to resemble humans or other humanoids. As a result they can have any type of humanoid appearance, they may be obviously androids or may resemble an organic life form completely. They generally are considered highly intelligent, but in a different fashion than organic intelligence so they usually lack the intuition and creativity associated with organic life forms.

There are a number of different androids found in the original star Trek series, and just a few in the more recent series', Among the more likely sources for a character android are the planet Mudd, and either the scientist who created Data and Lore -or a scientist emulating his work. The planet Mudd was once inhabited by a race of highly advanced humanoids who became extinct a million years ago. They created highly advanced androids as servants. Either the androids were so durable that they lasted through the ages, or the androids replicated themselves as they wore out. Harry Mudd, whom the planet is named after, found the planet accidentally while evading Federation customs officials. The androids determined that he was unable to keep himself out of trouble and dismantled his ship. stranding him there so they could take care of him.

Mudd became lonely and the androids hijacked the USS Enterprise to provide him with company. (Pictured above: TC-1) The crew escaped,and Mudd was again kept alone on the planet so the androids could watch over him. He later escaped and the androids may be looking for other ways to fulfill their original programming. Federation traffic was routed to avoid the planet, but it is already known that the androids have space travel. Data and Lore, twin androids from The Next Generation, were built by a human, Dr. Noonien Soong. They were created to be independent, the sons he never had. Soong also created an android duplicate of Juliana Tainer, who worked with Soong on data and lore, to replace her after her death. The Tainer android had the same memories as the real Juliana, and was actually unaware of the fact it was an android.

After his initial activation, ignorant at that time of his heritage, Data joined Starfleet -mimicking the people who discovered him. He became an important member of the bridge crew of the USS Enterprise and was trusted with control of the bridge on numerous occasions. Lore was similar to Data, but developed along a distinctly different path, and displayed severe antisocial tendencies. Data created a short-lived 'daughter' android named Lal. And it's well known that Federation scientists have been studying the intricate workings of Data's systems, hoping to duplicate Soong's work. So, there is a definite possibility of more androids of this type being created.

In game terms, once an android has been created it should be treated similar to the way droids are, with some exceptions. Androids are just as resilient as droids, and can be rebuilt from parts if needs be. Android parts will be more difficult to obtain, however. Restraining bolts won't work on androids, but EMP guns probably would. In the end it's up to the GM and the player(s) to determine the exact specifications. Every style of android will be slightly unique in these respects.

Androids
Attribute Dice: 12D
DEXTERITY: 1D / 3D+2
KNOWLEDGE: 1D / 3D
MECHANICAL: 1D / 5D
PERCEPTION: 1D / 3D
STRENGTH: 1D+2 / 6D
TECHNICAL: 1D / 5D

Special Abilities:
- Ambidextrous:
Androids can use either hand for manual tasks without incurring penalties.

- Off Switch:
Most androids have a simple, hidden, way for their designers to deactivate them. This could be an actual switch, a signal, a word, or anything else the GM permits.

- Loyalty:
Androids are usually programmed with complete loyalty to their creator, whom they will regard much as a parent or god.
story Factors:

-Social innocence:
Androids rarely have a good understanding of the ways of organics. The knowledge is there. it's just that they don't form a cohesion for them. For example, they may understand that humans laugh when amused, but not understand humor.

Move: 10 / 12
Size: 1.6-2.1 meters


History in the Kilb-iverse:
The only Android that the Mutt Squad ever encountered was built by Rendelli Robotics on Coruscant, Rendelli Robotics secured a large grant from Asiberry and Roddenmov, an inner core robotic development firm that had failed to gain contracts with the New Republic due to their smaller size. The Android, known as TC-1, would later accompany the Mutt Squad on adventures across the galaxy, boldly going where no Android had ever gone before! Little did Asiberry and Roddenmov known that Doctor Questor from Rendelli Robotics was in fact the Slisscler the rogue Life Model Replica Droid and that the work that they helped fund would be destroyed when 'Questor' destroyed the Rendelli lab on Coruscant.


Bajorans
The Bajorans are a spiritual and mystical people who believe that all creatures have a "pagh," much like the human idea of a soul. Bajoran religion views the wormhole as the "celestial temple," and the aliens responsible for its construction, the "prophets." It is felt that only a strong Kai (a Bajoran spiritual leader) can unite the people of Bajor and allow it to become self-sufficient again.

Attribute Dice: 12D
DEXTERITY 2D / 4D
KNOWLEDGE 3D / 5D
MECHANICAL 2D / 4D
PERCEPTION 2D / 4D
STRENGTH 2D / 4D
TECHNICAL 1D / 3D

Story factors:
Religious:
The Bajorans are an extremely religious people. Their basic society is centered around the Prophets, aliens who live in the stable wormhole near Bajor.

Resistance:
The Bajorans were enslaved by the Cardassian people and they resisted, driving the Cardassians off their planet. They now hold a deep hatred for the alien species.

Move: 10/12
Size: 1.5-2.0 meters tall

History in the Kilb-iverse:
The Bajorans (Or Bajorns as they are known in the Kilb-iverse...) were a near human race enslaved by the Empire and put through horrible atrocities in then twenty-five years after the clone wars. It took the combined forces of Dragon Squadron, Free Squadron, Rogue Squadron and members of the Mutt Squad (Akiva Rostoni, Stromgald Caballa, Kryzah and the crew of the freedom.) to put an end to the Imperial presence in their sector of space. The Bajorns rebuilt their society with the help of the Republic and have since become part of the Galactic Senate with staunch feelings about slavery especially where it involves their own conflict with the Dassians (Cardassians), a race sided with the empire during the conflict and turned Bajor over to the Empire. They also have strong feelings about the Wookie / Trandoshan conflict, due largely to the Wookies help in their fight for freedom.


Ferengi
Ferengi are short humanoids with an enlarged skull divided into two visible lobes, and comparatively large ears. They have uneven, pointed teeth and a wide ridged nose. They were virtually unknown to the Federation until recent years, and still maintain their empire completely separate from them.

The Federation first encountered the Ferengi several years ago as an unknown starship on the boundary of the USS

Carver's sensor range, and at almost the same time a Ferengi vessel attacked the USS Stargazer. The attack was unprovoked and barely fended off with a unique maneuver by its captain, Jean-Luc Picard, now taught at Starfleet Academy as the "Picard Maneuver." Capt. Picard also had important early contact with the Ferengi Alliance as captain of the USS Enterprise. The Ferengi Alliance now trades freely with most worlds known to the Federation.

The Ferengi Alliance is a patriarchal plutocracy, a government run by the wealthy where rank is determined by personal finances. Wealth and power are the same on Ferengal. The wealthy govern day to day operations and enforce Ferengi Law. Ferengi society is run by a social/religious leader known as the Grand Nagus. The first Grand Nagus wrote the Rules of Acquisition, upon which modern Ferengi Society is based. The job of each successive Grand Nagus is to interpret the Rules and make sure they are taught to each successive generation of Ferengi males (Ferengi females are not allowed to leave the home. wear clothes. or earn profit -they are often bought and sold as assets).

Ferengal is a small, humid (swampy) world with a slightly thin atmosphere. It has never been visited by races other than the Ferengi.

Ferengi
Attribute Dice: 12D
DEXTERITY: 1D / 3D
KNOWLEDGE: 1D / 4D+2
MECHANICAL: 1D / 2D+l
PERCEPTION: 2D / 4D
STRENGTH: 1D / 2D+2
TECHNICAL: 1D / 3D

Special Abilities:
-Extrasensitive Hearing: +2D to Perception Rolls based on Hearing related rolls.

-Bargain skill bonus: Ferengi get an initial 2D for every 1D they put to bargain at character creation.

story Factors:
-Reputation:
Most sentient beings in the Federation, Klingon, Romulan, and Cardassian territories are aware of the Ferengi's greedy nature and don't trust them. They are dealt with out of necessity.

Move: 10 / 12
Size: 1-1.7 meters

History in the Kilb-iverse:
The Fornigi (as they are called in the Kilb-iverse) were only ever brought up once as Kae' Caballa and his then student (and Jedi Padawan) Drex Marr dealt with them during a boarder dispute near the planet Kling. As Kae' put it 'They think what's theirs is theirs and what's yours is theirs as well.' Drex just referred to them as 'Buttheaded' and both agreed that they had never had a more difficult time dealing with a group of people in all their lives. The Fornigi refuse to join the Republic and swear that one day the Republic will rue the day they interfered with their plans.


Betazoids
Betazoids are humanoids, so similar to humans that intermarriage and breeding is common. They are a highly telepathic race whose culture has been shaped around this. Betazed, home planet to the Betazoids, is considered a paradise by many races. It has vast expanses of wilderness, high crystalline mountain peaks that send a vast prismatic field of color on the surrounding landscapes, and a an abundant array of native wildlife. Betazoid culture evolved based on complete truth, a necessity among a race of telepaths. Betazoids, as a result of their constant openness, are rarely offended -but many other races find this type of interaction extremely difficult.

Betazoids
Attribute Dice: 12D
DEXTERITY: 1D / 4D
KNOWLEDGE: 1D / 4D
MECHANICAL: 1D / 3D+1
PERCEPTION: 2D / 5D
STRENGTH: 1D / 4D
TECHNICAL: 1D / 3D+2

Special Abilities:
-Telepathy:
Betazoids are one of the more telepathic races. Their minds are constantly open, and they are rarely surprised or upset to see what is on someone's mind. Betazoid telepathy works similar to a variety of Force skills, except Betazoids use their PER score instead of the applicable Force attribute. Betazoid telepathy confers the following abilities:
1. Life Detection: Same effect as the Force skill of that name.
2. Life Sense: Similar to the Force skill of that name, except the Betazoid is not able to sense the presence of disease or other physical problems, they just get an impression of the targets thoughts and emotions.
3. Receptive Telepathy: Same effect as the Force skill of that name.
4. Projective Telepathy: Same effect as the Force skill of that name.

Story Factors:
-Truth-based Society:
Betazoids are used to being in contact with the minds of those around them. To ask them to not use their abilities would be like asking a human to walk around blindfolded. In addition they often feel free to comment on anything good or bad that comes from this contact. The more a Betazoid has been around non-telepathic races, the likelier they are to be considerate about not mentioning a persons private thoughts or emotions -but there are always exceptions.

-Arranged Marriage:
Betazoids children are set up for marriages when they are only four years old. They are not allowed to date or mingle with the opposite sex until the age of twenty six, when the couple is introduced and marriage takes place. If one partner dies before the proper age, the remaining one is allowed to choose a new partner on his or her own.

Move: 10 / 12
Size: 1.3-2.1 meters

History in the Kilb-iverse:
The Tazoids (as they are known in the Kilb-iverse) were quarantined by the Empire and an attempt at mass genocide was perpetrated on them. It can't be said that all Tazoids were wiped from the face of the galaxy as there are many that live off planet or that were off planet at the time of this incident. The Empire thought that their 'force like abilities' were to dangerous and attempted to hunt down the remaining Tazoids and kill them. Since the rebirth of the Republic small pockets of Tazoids have started to resurface and there is talk of colonizing a planet somewhere in an attempt to start all over.


Cardassians
Cardassians are tall. powerfully-built brown skinned humanoids with thick cord-like neck muscles. deep set eyes. and prominent brow ridges that form an inverted teardrop shape.

The planet Cardassia. home to the Cardassians. underwent a food shortage approximately 200 years ago. that forced military forces to take control of the government. Since that time. Cardassia has become a highly militaristic civilization. On Cardassian there is almost no crime and no one goes hungry. Every crime committed is solved, and the criminal is punished appropriately. Outsiders regard Cardassian justice as somewhat severe or extreme, and there are indications that innocent civilians are often convicted of crimes they did not commit so that the government can maintain this incredible record.

Strangely, one of the most important parts of Cardassian life. though, revolves around family. Cardassians live in extended families, composed of several generations of family. Cardassian males are expected to support their family. and Cardassians who lose face and position often risk losing their family as well.

Cardassians occupied the planet Bajor for a period of roughly forty years, ending their occupation and turning over their space station outpost to the United Federation of Planets immediately prior to the discovery of a stable wormhole between the Alpha and Gamma Quadrants of the galaxy. They have regretted this move ever since.

The intelligence arm of the Cardassian government was once known as the Obsidian Order. The Obsidian Order secretly made alliances with their Romulan counterpart, the Tal Shiar, to attack Dominion space and wipe out the Dominion leadership. known as the Founders. The attack failed completely and the attacking forces were wiped out. It was revealed that at least some of the Tal Shiar agents leading the attack were actually Changeling spies.

With the fall of the Obsidian Order. civil war erupted in the Cardassian Empire. causing the government to fall into the hands of civilian leaders known as the Detopa Council. Paranoia regarding secret Dominion activity in the Alpha Quadrant lead the Klingon government to suspect that the new Cardassian government was being led by Changeling infiltrators from the Dominion. The Klingons attacked Cardassia, but only succeeded in temporarily extending their borders into Cardassian space.

After the Dominion began to extend its military arm into the Alpha Quadrant, the Cardassian government -now led by Gul Dukat-signed an agreement with the Dominion, becoming the first official member of the Dominion in this area of space. Dominion and Cardassian forces attacked the Bajoran space station guarding the wormhole between the two quadrants and regained control temporarily.

Cardassians
Attribute Dice: 12D
DEXTERITY: 1D / 3D+ 1
KNOWLEDGE: 1D / 3D+2
MECHANICAL: 1D / 4D
PERCEPTION: 1D / 3D+2
STRENGTH: 2D / 5D+1
TECHNICAL: 1D / 4D

Special Abilities:
-Thick Skin:
Cardassians have thick. scaly skin that give them a +2 bonus on STR rolls against physical damage.

Story Factors:
-Belligerence:
Cardassians soldiers are often strong willed and stubborn in the extreme. They bully around anyone who won't stand up to them.

Move: 10 / 12
Size: 1.5-2.4 meters

History in the Kilb-iverse:
The Dassians (As they are known in the Kilb-iverse) are from the same sector of space as the Bajorns (Bajorans) and due in large part to the Dassians turning the Bajorns over to the Empire as an attempt to curry favor with the invading forces the Dassians and Bajorns have a racial hatred for one another. The Dassians have only just joined the Galactic senate and are considered to be as sneaky and underhanded as the Rodians or Fornigi (Ferengi...) when it comes to backroom deals, betraying those closest to them or interspecies contact.


Gorn
Gorn are tall. grey-green. bipedal reptilians. They have large hard multifaceted eyes. and a wide. sharply toothed mouth. Their large brains are devoted almost entirely to thought and speech. leaving little for muscular operation. This makes them slow-moving. and deliberate with their actions.

Though no Federation representatives have visited Gornar. the Gorn homeworld. it is known to be covered with warm. tropical jungles. They Gorn have developed a highly advanced technological society. and appear to be skilled engineers. They have ships with warp propulsion and weaponry equivalent to those used by Starfleet.

First contact with the Gorn was established on Cestus III. A Federation colony was destroyed by a Gorn vessel claiming the system was within Gorn territory and the colony had illegally invaded Gorn space. Since that time the Federation has maintained close contact with the Gorn over deployment along the border to avoid future incidents.

Gorn
Attribute Dice: 12D
DEXTERITY: 1D / 3D
KNOWLEDGE: 1D / 2D+ 1
MECHANICAL: 1D / 3D+ 1
PERCEPTION: 1D / 4D
STRENGTH: 2D / 6D
TECHNICAL: 1D / 4D+2

Special Abilities:
-Natural Armor:
A Gorn's tough reptilian skin gives it a + 1D bonus to resist physical attacks.

-Sensitive Hearing:
Gorn can perceive a wider range of audible frequencies than most races, giving them a +2 to hearing based PER rolls where applicable.

-260 degree Peripheral Vision:
Gorn can see a wider area around them due to their large multifaceted eyes. The eyes are coated like an insects. so they are not lidded.

-Slow-Moving:
Gorn are naturally very slow-moving, giving them a -1D to their PER only when rolling for initiative.

story Factors:
-Merciless:
Gorn are deliberate and merciless in their actions even by human standards.

Move: 7 / 9
Size: 1.9-2.9 meters

History in the Kilb-iverse:
The Gorans (as they are known in the Kilb-iverse) are an offshoot of the Trandoshans and actually are from the same evolutionary genetic stock as the Trandoshans and the Triogs (Lizard men) near Gonmo. The Goran homeworld was colonized by Trandoshans seeking to build a galactic empire, this idea fell through when they realized that the money wasn't there. Instead they decided that three galactic senators in the Galactic Senate was much better than just one, the three senators often vote for anything that is favorably to them and anything that will further oppress the Wookies. The Gorans are not well liked by the Bajorns and despite this fact the Gorans don't seem to lose any sleep during their sleep cycles.


Orions
Orions are an aggressive human-looking race that originated on Rigel VIII. also known to the United Federation of Planets as Orion. Males are yellow-skinned and trained as warriors. Females are green-skinned. very sensual and aggressive. often trained as dancers.

Orion was given interstellar technology by early explorers from Earth. and used the technology to colonize two planets circling one of Rigel's adjacent stars. They formed a pirate empire. and traded extensively in Orion slave-girls until the Federation abolished slave trade.

The Rigel system strangely unique. It is a quadruple star system. that contains 13 planets -6 of which are inhabited. Two of the inhabited planets have been colonized by humans, a third contains what is believed to be a peaceful offshoot of the Vulcan race. The fourth and fifth inhabited planets are locked in a trojan orbit. revolving around each other. One of those planets is the home of native primitives, the Kalar, and is avoided because of their primitive. hostile and solitary nature. The other functions as the trade hub of the Rigel system. The last is Orion. There is also an uninhabited planet in the system that is rich in dilithium. and is continually mined to help supply the Federation with the needed element.

Orions
Attribute Dice: 12D
DEXTERITY: 1D+2 / 4D+ 1
KNOWLEDGE: 1D / 4D
MECHANICAL: 1D /4D
PERCEPTION: 1D / 4D
STRENGTH: 1D+2 / 4D+2
TECHNICAL: 1D / 4D

Story Factors:
-Piracy / Slavery:
For many years Orion males have operated as pirates in remote areas of Federation Space. This practice continues, though somewhat diminished. to this day. During their heyday, Orions also became quite wealthy trading Orion females. trained as alluring dancers. as slaves. Though the slave trade has been largely stopped by the Federation slaves are still sometimes traded. mainly with civilizations not apart of the Federation, such as the Ferengi. Cardassians. and Klingons.

Move: 10 / 12
Size: 1.3-2.1 meters

History in the Kilb-iverse:
The Orins (as they are known in the Kilb-iverse) were a race of opportunists that enslaved and sold off the women of their own race to further their place in the galaxy. It is not uncommon to see Orin women serving in Imperial 'relaxation spas' for Imperial officers during the height of the Empire. It should be noted that while the Empire most certainly took the women as 'socialators' to help 'ease' the suffering of the Imperial officers on long voyages, but the male Orins didn't fair any better as they were large enslaved for menial labor. After the Republic defeated the Empire the Orin race went back to selling off it's women in an attempt to get ahead socially and as a result the Republic has asked them to stop after they became members of the senate. The Orins did to a degree, they just stopped selling the women in Republic space.

Romulans
Romulans are thin, severe humanoids who closely resemble Vulcans and humans, with arched brows and pointed ears. They are believed by most races to be an offshoot of the Vulcan race before Vulcans turned to logic. Romulans believe Vulcan to be a lost colony of theirs. They do not possess the telepathic abilities of their Vulcan cousins.

The planet known to the UFP as Romulus revolves in a trojan orbit with another planet, known to the UFP as Remus. The two planets are believed to be habitable, but the exact range and type of civilization on the planets, as well details of their exact environment, remain unknown. The existence of Romulan civilization was known to Federation a century before

face to face contact was made, even during the Romulan war which resulted in the present treaty between the UFP and the Romulan Empire. The treaty designates an area of space between the two factions known as the "neutral zone" to mark their respective borders. Entrance into this area of space by either party is considered an act of war.

No such zone exists between the borders of the Romulan and Klingon empires. which results in frequent skirmishes between the two. During a temporary alliance between those two empires the Romulans exchanged their cloaking technology for Klingon warp drive technology, a move that both sides have since regretted.

Romulan society revolves around duty. Their society is highly militaristic, but little else is known about their form of government or social structure. They make highly effective warriors who take no prisoners.

There is an intelligence arm of the Romulan military known as the Tal Shiar. The exact relationship between this branch and the rest of the government is unknown. They are just as ruthless and efficient as their military counterparts, and utilize an effective assassination segment. Recently factions within the Tal Shiar and their Cardassian counterpart, the Obsidian Order, launched a preemptive strike against Dominion forces on the other side of the stable wormhole that exists between the Alpha and Delta quadrants of the galaxy. The attack failed entirely and resulted in the complete destruction of those forces used in the attack. It was revealed that, at least, one of the Romulans in charge of the operation was actually a Changeling spy who helped engineer both the attack and its defeat. Since then the Dominion has launched a campaign against the Federation inside the Alpha quadrant. The Romulans have signed a non-aggression pact with the Dominion, at least until it becomes clear who will win.

Romulans
Attribute Dice: 12D
DEXTERITY: 1D / 3D+2
KNOWLEDGE: 1D / 3D+2
MECHANICAL: 1D / 3D+l
PERCEPTION: 2D / 4D+2
STRENGTH: 1D / 4D
TECHNICAL: 1D+2 / 3D+2

Story Factors:
-Distrust:
Due to their inscrutability in their dealings with other cultures, Romulans are generally viewed with distrust by those familiar with them.

-Vulcan Ties:
The Romulans are so similar to Vulcans it is incredibly easy for the two races to pose as each other. There are a few Vulcan spies apparently working on Romulus, and there could be any number of Romulan spies moving freely within the Federation.

Move: 10 / 12
Size: 1.3-2.0 meters

History in the Kilb-iverse:
The Romulans are a sub-race of Vulcans, that have turned away from the peaceful teachings of their brothers. As a result they harness their emotions in a warlike way and have lost their telepathic powers. Few are force sensitive and even fewer still have regained their telepathic powers or even force abilities. As a result of this the Romulans have cut themselves off from their brothers and tend to stay out of galactic affairs, warning races that they have no interest in dealing with them and to stay out of their sector of space. Those foolish enough to venture into Romulan territories are rarely heard from again.


Tellarite
Tellarites are short, stout, porcine humanoids with hooved feet, thick hair on their head and brows, and short upturned noses, They have acute hearing and smell, but as they get older Tellarites become increasingly near-sighted, They were among the first members of the United Federation of Planets.

Miracht, or Tellar as it is known within the UFP, is the Tellarite homeworld. It is an uncommonly stable world with almost no seasonal changes. the surface maintains a near constant temperature range between 62 degrees F at night and 83 degrees F during the day.

When the Tellarites were first contacted by the Federation, it was the first contact they had had with an alien species, The resulting chaos that ensued was one of the early arguments for establishing the Federation's Prime Directive, Since their enrollment in the UFP the Tellarite people have shown an uncommon aptitude for engineering, and have made notable contributions in the fields of propulsion and structural design.

Tellarite
Attribute Dice: 12D
DEXTERITY: 1D+2 / 4D
KNOWLEDGE: 1D / 3D
MECHANICAL: 2D / 5D
PERCEPTION: 1D / 3D
STRENGTH: 1D+2 / 4D
TECHNICAL: 2D / 5D+1

Special Abilities:
-Acute Balance: Tellarites have an unusually acute sense of balance that gives them a +2D to running and acrobatic skills.

-Hearing and Smell: Tellarites have highly developed auditory and olfactory senses, giving them a +2 bonus to PER rolls based on these senses.

-Near-Sighted: Tellarites lose most of their eyesight as they age. They receive a -2 on PER rolls based solely on sight.

-Skill Bonus: At the time of creation only, Tellarites receive 2D for every 1D spent in any repair or programming skills.

Story Factors:
-Boisterous:
Tellarites enjoy argument and debate as a form of entertainment, causing many other races to regard them as difficult or belligerent. Tellarite elocution is rough and guttural, regardless of the language they are using,

Move: 10 / 12
Size: 1.0-1.6 meters

History in the Kilb-iverse:
The Tellarites are an cousin race to the Ugnauts and actually hail from the same homeworld. The Tellarites have little interest in galactic affairs like their cousins, but when the chance to make some credits comes their way they are not above engaging in some larceny to do just that.


Changelings
Liquid-based, shapeshifting lifeform native to the Gamma Quadrant of the Milky Way Galaxy. Their homeworld was, apparently, a rogue planet within the Omarion Nebula (which has since been rendered uninhabitable by the Obsidian Order and the Tal' Shiar in the Battle of the Omarion Nebula). A Changeling's natural state is its liquid form, which it must revert to every 16 hours in order to regenerate. Changelings can, however, take virtually any form , ranging from humanoid aliens to fog to reflective surfaces.

The Founders of the Dominion are Changelings, and make up the majority of the Dominion. Changelings prefer to think of themselves as a drop in the larger ocean. A Changeling, therefore, typically has no sense of individual identity. Being a liquid-based life-form, in order to link with other Changelings they simply revert to this state and the liquid blends together, creating a link between them. The Founders took the name "Changelings" as an act of defiance. Solids (mono-form humanoids) called them "Changelings" as an insult, but they took the name for themselves. Long ago, the Founders sent out 100 infant Changelings in order to gather information and explore, to return later and share what they have learned. The Founders did not expect any to return until the late-27th century. Odo and Laas were among the 100.

Attribute Dice: 12D
DEXTERITY 2D / 4D+2
KNOWLEDGE 3D / 4D
MECHANICAL 2D / 3D
PERCEPTION 2D / 5D
STRENGTH 2D / 3D+2
TECHNICAL 1D / 3D

Special Abilities
Shape Shifting:
Changelings can alter their appearance including changing skin color, hair and eye color as well height, but weight stays the same. The most that a Changelings can shift his or her height up to 50%. All changes take a round to complete and the player gains +3D on all disguise rolls for the purposes of using this power.

Sleep Cycle:
Once every sixteen hours, must revert to fluid form, much like humans sleep at night--though "sleeps" in a bucket.

Story Factors:
Mythical Status:
The Changelings are considered to be a mythical race of beings, no one is sure that they even exist or where they come from. There are many different names for their race and any of the following are considered to be a correct nomenclature for the race: The Changelings, Shi'ido, Protean, Durlan, Wraiths (Or Dire Wraith) as well as Skrulls and Clawdites. Anyone failing a Perception check will disbelieve in the existence of the Changeling and will further go about making excuses who what they just saw or were told.

Distrust:
Those who discover the true nature of the Changeling in the presence will immediately begin to grow distrustful of them despite the fact that they may or may not have done any thing to rise their ire. This is largely due to the fact that Changelings are secretive about the existence and often times their identity.

Move: 10/12
Size: 1.5-2.0 meters tall

History in the Kilb-iverse:
This race is shadowed in the mists of time. No one knows for certain how long they've been around or even where they came from. The mutt Squad encountered two shape-shifters in their adventures. One was a Sith trained Dark Jedi that impersonated Kae' Caballa, they never discovered his name nor did they ever catch him. The other was their fellow teammate Tuval, a Changeling that lived amongst the Vulcans for a time taking on their form and their ways

The Trill
The Trill are a race of symbiotic lifeforms native to the Alpha Quadrant. The hosts, as they are called, are a humanoid race with either characteristic black or brown spots visible down the sides of their neck or an odd forehead. These spots continue down the host's chest and all of the way down their body. The forehead type were only seen in one episode of Star Trek: The Next Generation. The spotted Trills appeared throughout Deep Space Nine. It is worth noting that the difference derives from a lack of planning surrounding the conventions of the species - whilst pre-filming for Deep Space Nine, several configurations of spot pattern were considered for Jadzia Dax, including makeup which involved a fake forehead.

The symbionts are helpless, worm-shaped lifeforms who contain the memories of their previous hosts, and who inhabit the abdomens of the humanoid hosts. When a host and a symbiont are joined, the resulting individual is considered a new being. The Trill society is a complex and elitist one. Only joined Trills can be politicians and they take all the planet's decisions. When a host dies, the symbiont is transplanted into a new host. A symbiont who is neither implanted into a new host nor returned to their habitat (pools of nutrient-rich liquid on the Trill homeworld) will quickly die, as will a joined Trill host from whom the symbiont is removed after the first or second day.

It was originally assumed that only a small fraction of the Trill population was capable of being joined, a myth which the Trill government continues to perpetuate. This is because the joining of the Dax symbiont with the host Joran (Curzon's predecessor), was a disaster - Joran was insane and a murderer. Joran's joining with Dax was covered up and all records of it were erased. The Trill government attempted to blame the failure on Joran's unsuitability as a host, but the truth was that Joran had passed the host screening tests and was technically a stable host - as was nearly half of the Trill population. The government dares not let this information become public, lest the symbionts become a commodity to be bought, sold and fought over by the public - as long as it is widely believed that only a small fraction can become hosts, the government reasons, then such widespread hysteria can be avoided.

In rare cases, Trill symbionts can be joined with non-Trill humanoids, but the differences in biology means the results are often unstable. Commander William Riker was briefly joined to the Odan symbiont so that Odan could complete peace negotiations, and to keep Odan alive until a new Trill host could arrive. While this effort saved Odan's life, it nearly caused Riker's death. A joined Trill is known by the given name of the host followed by the name of the symbiont; for example, when Ezri Tigan was joined with the symbiont Dax, her name became Ezri Dax. Trill law forbids reassociation between subsequent hosts of joined persons who were romantically involved. Trills who are found guilty of reassociation are expelled from Trill society, and their symbionts die with their current host.

Attribute Dice: 12D
DEXTERITY 2D / 4D
KNOWLEDGE 2D / 5D
MECHANICAL 2D / 4D
PERCEPTION 2D / 4D
STRENGTH 2D / 4D
TECHNICAL 2D / 5D

Special Abilities
The Trill have a number of special abilities that relate specifically to their Symbiont.
-Due to the rigorous training program that prepares them for the 'joining' Trills receive an additional +2 pips to any one skill at the time of character creation.

-Once 'Joined' the PC rolls a D3 to determine how many previous hosts the Symbiont has had before.

-For each previous host the PC gets an additional +2 pips to distribute amongst Knowledge or Technical skills, up to a maximum of +2 pips in any skills areas.

-Further...For each previous host the Trill gets one template related specific skill from another template of the players choosing.

-Also for each previous host the Trill also gets an additional +1D at character creation in a skill of the players choice as background skills from the previous hosts. (Maximum of +1D in any one skill...)

Story Factors:
Reassociation:
The memories and lifetime of a previous host should not interfere with the duties and obligations of the new host. This is known as reassociation, a retrograde link strictly forbidden by the Symbiosis Commission. For once every personal obligation is carried on to the next host, there'd be no end to the debts and pledged from previous lifetimes. If such a disregard of Trill society occurs, both hosts will be banished from Trill for life, and the symbiont will die. Since nothing is as paramount to a Trill as the safety of the symbiont, the risks involved in reassociation make occurrences few and far between.

Merging:
Trill hosts voluntarily join with a symbiont, but once joined, both Trill and symbiont become biologically interdependent. After some 83 hours, neither Trill nor symbiont can survive without the other. The preservation of the symbiont's health is of paramount importance to the Trill, and if one must be sacrificed to save another, the Trill will invariably give up his/her own to save the symbiont's life. The most important gauge of the health of the joined Trill is the isoboromine levels. If it falls below 50, the symbiont will be removed from the Trill. Certain death awaits the host, but this is the standard policy for the Commission and is followed without question by all joined Trills. When Alpha's are joined their personality is completely Subjugated by the personality of the Symbiont. Beta's personality is not submerged by the Host after joining; the two separate minds merge, forming a new personality who is a combination of both the Host and Symbiont. This can cause severe psychological problems if the two minds are incompatible, resulting in rejection of the Host after only a few days - a rejection which often causes the death of the Host.

Move: 10 / 12
Size: 1.0-1.6 meters

History in the Kilb-iverse:
The Trill are distant cousins to the Goa'uld, a race of force wielding aliens that have been known to subjugate planets and star systems under the thumb. The Trill are a kind and considerate race, although the Symbiont's are long lived the hosts are not. The race has only recently become involved in galactic affairs and joined the Republic Senate.

Deltans
The Deltans are a fair race, typically bald, originating from the planet Delta IV. Deltans have healing abilities that manifest in the form of tactile contact. The Deltans are members of the United Federation of Planets. Starfleet activity is present on Delta IV, and Deltans must swear an oath of celibacy upon service in Starfleet. Deltans also have the ability to block pain in others by touch. However, this ability does not heal injuries.

In 2141, the ECS Horizon encountered a group of Deltans. Travis Mayweather, who was fifteen at the time, described them as very attractive and very open. His method of dealing with the feelings they engendered in him was exhaustive workouts in the gym, a method he returned to, and recommended to Lt. Malcolm Reed, while three Orion slave girls were "guests" aboard Enterprise NX-01.

One Deltan, Starfleet Lt. Ilia, made direct contact with the V'Ger entity when it approached Earth in 2271 and has been listed as missing ever since.

Attribute Dice: 12D
DEXTERITY:1D / 4D
KNOWLEDGE: 1D / 4D+2
MECHANICAL: 1D / 4D
PERCEPTION:2D / 4D
STRENGTH: 1D / 3D+2
TECHNICAL:1D / 4D+2

Special Abilities:
-Pheromones:
Deltan pheromones are a potent aphrodisiac to most humanoid races. The effect can be diminished by the use of chemical applications.

-Empathy:
Deltan's have a natural empathy with other humanoid species, allowing them to easily sense their emotions. They are even powerful enough to use this ability to deliver medical assistance by absorbing and minimizing pain in humanoid life forms. Deltan can use this as a form of anesthesia as well, giving them a +2D on any First Aid or Medical rolls on humanoid species.

Story Factors:
-Celibacy:
Deltans must swear an oath of celibacy before being allowed to serve on any facility or vessel that employs other humanoids.

Move: 10

History in the Kilb-iverse:
The Deltans are a force sensitive race that the Emperor all but committed genocide on. They are a peaceful, loving race and the power of the Empire was brought to bare on them. Few Deltans lived through the attacks and they are no scattered across the galaxy. Most of them have gone into some medical profession do to their innate abilities in that field.


Andorians
Planet: Andoria. Humanoid Federation members are blue-skinned in appearance and have bilateral antennae and characteristically white hair. Andorians are self-described as a violent and warlike species. No members of this Federation race were aboard the U.S.S. Enterprise NCC-1701-D when Data's offspring, Lal, was "born." Lal rejected an Andorian female as one of four final choices for a racial type, instead opting to become a human female. Apparently, according to Data on stardate 43657.0, Andorians engage in group marriages of four as a rule. However, most of what is known about this race is scattered.

Andorian renegades, in the Triangular system , it is said once embarrassed a Starfleet admiral's supposed search when they hid their ship by dismantling it. An Andorian was present at Risa when Captain Picard vacationed there on stardate 43745.2, and also an Andorian group bid for Tellurian spices offered by Kivas Fajo on stardate 43872.2.

This Federation member-race was the subject of some kind of gender-swapping joke by Quark that Morn was slow to catch; the punchline was "and the Andorian says, 'Your brother? I thought it was your wife!'" Andor is among the many planets providing a registry home to numerous ships that use Deep Space Nine. Their variety of silk is prized for its softness. Andorian jewelry is highly collectible and is not usually available on Deep Space Nine � one of Quark's would-be expanded sales items by inter-station monitor. Chirurgeon Ghee P'trell, an Andorian, was nominated for the Carrington Award in 2371.

Attribute Dice: 12D
DEXTERITY:1D / 4D
KNOWLEDGE: 1D / 3D+2
MECHANICAL: 1D / 3D+2
PERCEPTION: 2D / 5D
STRENGTH: 1D / 4D
TECHNICAL:1D / 3D+2

Special Abilities:
-Ambidextrous: Andorians can use either hand for manual tasks without incurring penalties.

-Antenna: The antenna house both auditory and visual receptors. This gives the Andorians quadriscopic vision, for enhanced depth perception, that extends into the infrared -as well as an extended range of auditory frequencies. This gives them a +2D to most visual perception rolls, and +2 to most rolls based on hearing.

-Limited Exoskeleton: Andorians are unusual for having both mammalian and insectoid features. The Andorians posses a limited exoskeleton that gives a + 1 bonus against physical and energy attacks.

Story Factors:
-Violent:
The Andorians have a history of violent conquest. However, they will not become difficult without reason. Once their anger is released, their savagery and fighting abilities are impressive.

Move: 10

History in the Kilb-iverse:
The Andorians are a race from the outer rim territories and really don't have much to do with Galactic politics. They are a race known far and wide for the salesmanship skills and are frequently seen at the 'Bazarre' a flea market like planet on the outer rims.
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Last edited by Bobmalooga on Sun Oct 10, 2010 7:38 am; edited 1 time in total
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Bren
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PostPosted: Sat Oct 09, 2010 9:53 pm    Post subject: Reply with quote

Thanks for sharing. I like the fact that most of the races are not superior to humans in overall species max/min attributes. It is refreshing to see species that seem playable rather than designed to exceed the PCs.

One minor critique, Ferengi having PER 2D/6D seems far too high. Ferengi (judging by Quark, Nog, and Rom) just don't seem that perceptive to me. I'd be more inclined to five them PER 2D/4D, retain the +2D bonus to hearing, and give them a bonus to bargain possibly of +2D or give them 2D for every 1D they put to bargain at character creation.
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ZzaphodD
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PostPosted: Sun Oct 10, 2010 2:25 am    Post subject: Reply with quote

First, wheres the Vulcan Death Grip?

http://en.wikipedia.org/wiki/Vulcan_nerve_pinch

Also, Klingons allready exists in the SW universe, the word for Klingons in basic is Coynite.. Laughing
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garhkal
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PostPosted: Sun Oct 10, 2010 2:37 am    Post subject: Reply with quote

Bren wrote:
Thanks for sharing. I like the fact that most of the races are not superior to humans in overall species max/min attributes. It is refreshing to see species that seem playable rather than designed to exceed the PCs.


Lets see.. vulcans and klingons have 5d max in 1 or 2 attributes PLUS other bonuses (mind meld)..androids have 3 abve 4d, ferengi have a massive boost to per (6d)...and not one seems to have any downsides...
Heck the cardasians have a higher str then the wookies do normally. They all seem ';super human' to me.
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Bobmalooga
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PostPosted: Sun Oct 10, 2010 7:34 am    Post subject: Reply with quote

Bren: I noticed the same thing and the idea is better than the one I posted, I'll make the changes....Thanks for the suggestions!

ZzaphodD: The Vulcan nerve pinch would just be a brawling stun attack...LOL. I'm not sure if there is a 'death touch' to it. I also agree that the Coynite were the Klingon analogy for SWRPG!

Garhkal, I know that you've been running this game long enough to know that we're talking racial minimums and maximums, right? This is really no different than playing a Wookiee (Or even a Reigat...) with 6D in strength to the exclusion of other attributes...

It should be noted though that the vast majority of these stats came from the now LONG defunct Hyperspace Crossroads page, I had long since gotten the permission of the webmaster to repost his Star Trek related stats onto my now defunct webpage. The only stats I sat down and worked out myself were those of the Trill as I enjoyed Dax and wanted to figure out a way to make her work in an RPG setting. The only races that ever showed up in my games as PC races were the Klingon, Android and a changeling (which everyone assumed was a Vulcan as that was what he looked and acted like...) and I never had any problem keeping the players reined in at all.

Keith
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